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C++ DevMsg函数代码示例

本文整理汇总了C++中DevMsg函数的典型用法代码示例。如果您正苦于以下问题:C++ DevMsg函数的具体用法?C++ DevMsg怎么用?C++ DevMsg使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了DevMsg函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: UTIL_GetLocalPlayer

CNPCSpawnDestination *CTemplateNPCMaker::FindSpawnDestination()
{
	CNPCSpawnDestination *pDestinations[ MAX_DESTINATION_ENTS ];
	CBaseEntity *pEnt = NULL;
	CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
	int	count = 0;

	if( !pPlayer )
	{
		return NULL;
	}

	// Collect all the qualifiying destination ents
	pEnt = gEntList.FindEntityByName( NULL, m_iszDestinationGroup );

	if( !pEnt )
	{
		DevWarning("Template NPC Spawner (%s) doesn't have any spawn destinations!\n", GetDebugName() );
		return NULL;
	}
	
	while( pEnt )
	{
		CNPCSpawnDestination *pDestination;

		pDestination = dynamic_cast <CNPCSpawnDestination*>(pEnt);

		if( pDestination && pDestination->IsAvailable() )
		{
			bool fValid = true;
			Vector vecTest = pDestination->GetAbsOrigin();

			if( m_CriterionVisibility != TS_YN_DONT_CARE )
			{
				// Right now View Cone check is omitted intentionally.
				Vector vecTopOfHull = NAI_Hull::Maxs( HULL_HUMAN );
				vecTopOfHull.x = 0;
				vecTopOfHull.y = 0;
				bool fVisible = (pPlayer->FVisible( vecTest ) || pPlayer->FVisible( vecTest + vecTopOfHull ) );

				if( m_CriterionVisibility == TS_YN_YES )
				{
					if( !fVisible )
						fValid = false;
				}
				else
				{
					if( fVisible )
					{
						if ( !(pPlayer->GetFlags() & FL_NOTARGET) )
							fValid = false;
						else
							DevMsg( 2, "Spawner %s spawning even though seen due to notarget\n", STRING( GetEntityName() ) );
					}
				}
			}

			if( fValid )
			{
				pDestinations[ count ] = pDestination;
				count++;
			}
		}

		pEnt = gEntList.FindEntityByName( pEnt, m_iszDestinationGroup );
	}

	if( count < 1 )
		return NULL;

	// Now find the nearest/farthest based on distance criterion
	if( m_CriterionDistance == TS_DIST_DONT_CARE )
	{
		// Pretty lame way to pick randomly. Try a few times to find a random
		// location where a hull can fit. Don't try too many times due to performance
		// concerns.
		for( int i = 0 ; i < 5 ; i++ )
		{
			CNPCSpawnDestination *pRandomDest = pDestinations[ rand() % count ];

			if( HumanHullFits( pRandomDest->GetAbsOrigin() ) )
			{
				return pRandomDest;
			}
		}

		return NULL;
	}
	else
	{
		if( m_CriterionDistance == TS_DIST_NEAREST )
		{
			float flNearest = FLT_MAX;
			CNPCSpawnDestination *pNearest = NULL;

			for( int i = 0 ; i < count ; i++ )
			{
				Vector vecTest = pDestinations[ i ]->GetAbsOrigin();
				float flDist = ( vecTest - pPlayer->GetAbsOrigin() ).Length();

//.........这里部分代码省略.........
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:101,代码来源:monstermaker.cpp

示例2: Assert

//-----------------------------------------------------------------------------
// Purpose: Init_ForceFeedback 
//-----------------------------------------------------------------------------
void CInput::Init_ForceFeedback() 
{ 
	// abort startup if user requests no joystick
	if ( CommandLine()->FindParm("-noff" ) ) 
	{
		return; 
	}
 
	Assert( !m_pFF );

	m_pFF = new ForceFeedbackParams_t;
	Assert( m_pFF );
	Q_memset( m_pFF, 0, sizeof( *m_pFF ) );

	HRESULT hr = DirectInput8Create(GetModuleHandle(0), DIRECTINPUT_VERSION, 
        IID_IDirectInput8, (void**)&m_pFF->m_pIInput, NULL ); 

	if ( FAILED( hr ) )
	{
		return;
	}

	hr = m_pFF->m_pIInput->CreateDevice(GUID_Joystick, &m_pFF->m_pIJoystick, NULL );
	if ( FAILED( hr ) )
	{
		return;
	}

	hr = m_pFF->m_pIJoystick->SetDataFormat(&c_dfDIJoystick2 );

	if ( FAILED( hr ) )
	{
		return;
	}
	
	HWND mainWnd = (HWND)g_pEngineWindow->GetWindowHandle();

	hr = m_pFF->m_pIJoystick->SetCooperativeLevel( mainWnd, DISCL_BACKGROUND | DISCL_EXCLUSIVE );

	if ( FAILED( hr ) )
	{
		return;
	}

	DIPROPDWORD dwd;
	//The following code turns the center spring off
	dwd.diph.dwSize       = sizeof(DIPROPDWORD);
	dwd.diph.dwHeaderSize = sizeof(DIPROPHEADER);
	dwd.diph.dwObj        = 0;
	dwd.diph.dwHow        = DIPH_DEVICE;
	dwd.dwData            = FALSE;

	if ( !ff_autocenter.GetBool() )
	{
		hr = m_pFF->m_pIJoystick->SetProperty( DIPROP_AUTOCENTER, &dwd.diph );
		if ( FAILED( hr ) )
		{
			return;
		}
	}

    // Acquire the device
	hr = m_pFF->m_pIJoystick->Acquire();

    if( FAILED( hr ) )
	{
        return;
	}

	DIDEVCAPS diDevCaps;
	Q_memset( &diDevCaps, 0, sizeof( diDevCaps ) );
	diDevCaps.dwSize = sizeof( diDevCaps );

	hr = m_pFF->m_pIJoystick->GetCapabilities( &diDevCaps );

	if ( FAILED( hr ) )
	{
		DevMsg( "GetCapabilities failed\n" );
		return;
	}

	if ( !( diDevCaps.dwFlags & DIDC_FORCEFEEDBACK ) )
	{
		// Doesn't support FF
		return;
	}

	DIDEVICEINSTANCE diDI;
	Q_memset( &diDI, 0, sizeof( diDI ) );
	diDI.dwSize = sizeof( diDI );

	hr = m_pFF->m_pIJoystick->GetDeviceInfo( &diDI );
	if ( FAILED( hr ) )
	{
		DevMsg( "GetDeviceInfo failed\n" );
		return;
	}
//.........这里部分代码省略.........
开发者ID:1n73rf4c3,项目名称:source-sdk-2013,代码行数:101,代码来源:in_forcefeedback.cpp

示例3: RagdollSolveSeparation

void RagdollSolveSeparation( ragdoll_t &ragdoll, CBaseEntity *pEntity )
{
	byte needsFix[256];
	int fixCount = 0;
	Assert(ragdoll.listCount<=ARRAYSIZE(needsFix));
	for ( int i = 0; i < ragdoll.listCount; i++ )
	{
		needsFix[i] = 0;
		const ragdollelement_t &element = ragdoll.list[i];
		if ( element.pConstraint && element.parentIndex >= 0 )
		{
			Vector start, target;
			element.pObject->GetPosition( &start, NULL );
			ragdoll.list[element.parentIndex].pObject->LocalToWorld( &target, element.originParentSpace );
			if ( needsFix[element.parentIndex] )
			{
				needsFix[i] = 1;
				++fixCount;
				continue;
			}
			Vector dir = target-start;
			if ( dir.LengthSqr() > 1.0f )
			{
				// this fixes a bug in ep2 with antlion grubs, but causes problems in TF2 - revisit, but disable for TF now
#if !defined(TF_CLIENT_DLL)
				// heuristic: guess that anything separated and small mass ratio is in some state that's 
				// keeping the solver from fixing it
				float mass = element.pObject->GetMass();
				float massParent = ragdoll.list[element.parentIndex].pObject->GetMass();

				if ( mass*2.0f < massParent )
				{
					// if this is <0.5 mass of parent and still separated it's attached to something heavy or 
					// in a bad state
					needsFix[i] = 1;
					++fixCount;
					continue;
				}
#endif

				if ( PhysHasContactWithOtherInDirection(element.pObject, dir) )
				{
					Ray_t ray;
					trace_t tr;
					ray.Init( target, start );
					UTIL_TraceRay( ray, MASK_SOLID, pEntity, COLLISION_GROUP_NONE, &tr );
					if ( tr.DidHit() )
					{
						needsFix[i] = 1;
						++fixCount;
					}
				}
			}
		}
	}

	if ( fixCount )
	{
		for ( int i = 0; i < ragdoll.listCount; i++ )
		{
			if ( !needsFix[i] )
				continue;

			const ragdollelement_t &element = ragdoll.list[i];
			Vector target, velocity;
			ragdoll.list[element.parentIndex].pObject->LocalToWorld( &target, element.originParentSpace );
			ragdoll.list[element.parentIndex].pObject->GetVelocityAtPoint( target, &velocity );
			matrix3x4_t xform;
			element.pObject->GetPositionMatrix( &xform );
			MatrixSetColumn( target, 3, xform );
			element.pObject->SetPositionMatrix( xform, true );
			element.pObject->SetVelocity( &velocity, &vec3_origin );
		}
		DevMsg(2, "TICK:%5d:Ragdoll separation count: %d\n", gpGlobals->tickcount, fixCount );
	}
	else
	{
		ragdoll.pGroup->ClearErrorState();
	}
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:80,代码来源:ragdoll_shared.cpp

示例4: switch

CBaseEntity *CTFWeaponBaseGun::FireProjectile( CTFPlayer *pPlayer )
{
	int iProjectile = m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iProjectile;

	CBaseEntity *pProjectile = NULL;

	switch( iProjectile )
	{
	case TF_PROJECTILE_BULLET:
		FireBullet( pPlayer );
		break;

	case TF_PROJECTILE_ROCKET:
		pProjectile = FireRocket( pPlayer );
		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
		break;

	case TF_PROJECTILE_SYRINGE:
		pProjectile = FireNail( pPlayer, iProjectile );
		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
		break;

	case TF_PROJECTILE_NAIL:
		pProjectile = FireNail(pPlayer, iProjectile);
		pPlayer->DoAnimationEvent(PLAYERANIMEVENT_ATTACK_PRIMARY);
		break;

	case TF_PROJECTILE_DART:
		pProjectile = FireNail(pPlayer, iProjectile);
		pPlayer->DoAnimationEvent(PLAYERANIMEVENT_ATTACK_PRIMARY);
		break;

	case TF_PROJECTILE_PIPEBOMB:
		pProjectile = FirePipeBomb( pPlayer, false );
		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
		break;

	case TF_PROJECTILE_PIPEBOMB_REMOTE:
		pProjectile = FirePipeBomb( pPlayer, true );
		pPlayer->DoAnimationEvent( PLAYERANIMEVENT_ATTACK_PRIMARY );
		break;

	case TF_PROJECTILE_FLARE:
		pProjectile = FireFlare(pPlayer);
		pPlayer->DoAnimationEvent(PLAYERANIMEVENT_ATTACK_PRIMARY);
		break;

	case TF_PROJECTILE_NONE:
	default:
		// do nothing!
		DevMsg( "Weapon does not have a projectile type set\n" );
		break;
	}

	if ( m_iClip1 != -1 )
	{
		m_iClip1 -= m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iAmmoPerShot;
	}
	else
	{
		if ( m_iWeaponMode == TF_WEAPON_PRIMARY_MODE )
		{
			pPlayer->RemoveAmmo( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iAmmoPerShot, m_iPrimaryAmmoType );
		}
		else
		{
			pPlayer->RemoveAmmo( m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iAmmoPerShot, m_iSecondaryAmmoType );
		}
	}

	DoFireEffects();

	UpdatePunchAngles( pPlayer );

	return pProjectile;
}
开发者ID:Navton,项目名称:TF2Classic,代码行数:76,代码来源:tf_weaponbase_gun.cpp

示例5: GetMoveProbe

//-----------------------------------------------------------------------------
// Step iteratively toward a destination position
//-----------------------------------------------------------------------------
AIMotorMoveResult_t CAI_Motor::MoveGroundStep( const Vector &newPos, CBaseEntity *pMoveTarget, float yaw, bool bAsFarAsCan, bool bTestZ, AIMoveTrace_t *pTraceResult )
{
	// By definition, this will produce different results than GroundMoveLimit() 
	// because there's no guarantee that it will step exactly one step 

	// See how far toward the new position we can step...
	// But don't actually test for ground geometric validity;
	// if it isn't valid, there's not much we can do about it
	AIMoveTrace_t moveTrace;
	unsigned testFlags = AITGM_IGNORE_FLOOR;

	char *pchHackBoolToInt = (char*)(&bTestZ);
	if ( *pchHackBoolToInt == 2 )
	{
		testFlags |= AITGM_CRAWL_LARGE_STEPS;
	}
	else
	{
		if ( !bTestZ )
			testFlags |= AITGM_2D;
	}

#ifdef DEBUG
	if ( ai_draw_motor_movement.GetBool() )
		testFlags |= AITGM_DRAW_RESULTS;
#endif

	GetMoveProbe()->TestGroundMove( GetLocalOrigin(), newPos, GetOuter()->GetAITraceMask(), testFlags, &moveTrace );
	if ( pTraceResult )
	{
		*pTraceResult = moveTrace;
	}

	bool bHitTarget = (moveTrace.pObstruction && (pMoveTarget == moveTrace.pObstruction ));

	// Move forward either if there was no obstruction or if we're told to
	// move as far as we can, regardless
	bool bIsBlocked = IsMoveBlocked(moveTrace.fStatus);
	if ( !bIsBlocked || bAsFarAsCan || bHitTarget )
	{
#ifdef DEBUG
		if ( GetMoveProbe()->CheckStandPosition( GetLocalOrigin(), GetOuter()->GetAITraceMask() ) && !GetMoveProbe()->CheckStandPosition( moveTrace.vEndPosition, GetOuter()->GetAITraceMask() ) )
		{
			DevMsg( 2, "Warning: AI motor probably given invalid instructions\n" );
		}
#endif

		// The true argument here causes it to touch all triggers
		// in the volume swept from the previous position to the current position
		UTIL_SetOrigin(GetOuter(), moveTrace.vEndPosition, true);

		// check to see if our ground entity has changed
		// NOTE: This is to detect changes in ground entity as the movement code has optimized out
		// ground checks.  So now we have to do a simple recheck to make sure we detect when we've 
		// stepped onto a new entity.
		if ( GetOuter()->GetFlags() & FL_ONGROUND )
		{
			GetOuter()->PhysicsStepRecheckGround();
		}

		// skip tiny steps, but notify the shadow object of any large steps
		if ( moveTrace.flStepUpDistance > 0.1f )
		{
			float height = clamp( moveTrace.flStepUpDistance, 0, StepHeight() );
			IPhysicsObject *pPhysicsObject = GetOuter()->VPhysicsGetObject();
			if ( pPhysicsObject )
			{
				IPhysicsShadowController *pShadow = pPhysicsObject->GetShadowController();
				if ( pShadow )
				{
					pShadow->StepUp( height );
				}
			}
		}
		if ( yaw != -1 )
		{
			QAngle angles = GetLocalAngles();
			angles.y = yaw;
			SetLocalAngles( angles );
		}
		if ( bHitTarget )
			return AIM_PARTIAL_HIT_TARGET;
			
		if ( !bIsBlocked )
			return AIM_SUCCESS;
			
		if ( moveTrace.fStatus == AIMR_BLOCKED_NPC )
			return AIM_PARTIAL_HIT_NPC;

		return AIM_PARTIAL_HIT_WORLD;
	}
	return AIM_FAILED;
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:96,代码来源:ai_motor.cpp

示例6: DevMsg

void CGameClientListener::SetupEntityVisibility(edict_t *apEntity, IGameClient *apClient, byte **apPVS, byte **apPAS)
{
	DevMsg(eMsgType_Info, "[TRACE] CGameClientCallbacks::SetupEntityVisibility\n");
};
开发者ID:Xash3DMagenta,项目名称:magenta_core,代码行数:4,代码来源:GameClientListener.cpp

示例7: DevMsg

CClientGameDLL::~CClientGameDLL()
{
	DevMsg(eDevMsg_Info, "Destructing the client game dll module...\n");
};
开发者ID:Xash3DMagenta,项目名称:magenta_core,代码行数:4,代码来源:ClientGameDLL.cpp

示例8: pRenderContext

float CPixelVisibilityQuery::GetFractionVisible( float fadeTimeInv )
{
	if ( !IsValid() )
		return 0.0f;

	if ( !m_wasQueriedThisFrame )
	{
		CMatRenderContextPtr pRenderContext( materials );
		m_wasQueriedThisFrame = true;
		int pixels = -1;
		int pixelsPossible = -1;
		if ( r_pixelvisibility_partial.GetBool() )
		{
			if ( m_frameIssued != -1 )
			{
				pixelsPossible = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandleCount );
				pixels = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandle );
			}

			if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 ) 
			{
				DevMsg( 1, "Pixels visible: %d (qh:%d) Pixels possible: %d (qh:%d) (frame:%d)\n", pixels, m_queryHandle, pixelsPossible, m_queryHandleCount, gpGlobals->framecount );
			}

			if ( pixels < 0 || pixelsPossible < 0 )
			{
				m_failed = ( m_frameIssued >= 0 ) ? true : false;
				return m_brightnessTarget * m_clipFraction;
			}
			m_hasValidQueryResults = true;

			if ( pixelsPossible > 0 )
			{
				float target = (float)pixels / (float)pixelsPossible;
				target = (target >= 0.95f) ? 1.0f : (target < 0.0f) ? 0.0f : target;
				float rate = gpGlobals->frametime * fadeTimeInv;
				m_brightnessTarget = Approach( target, m_brightnessTarget, rate ); // fade in / out
			}
			else
			{
				m_brightnessTarget = 0.0f;
			}
		}
		else
		{
			if ( m_frameIssued != -1 )
			{
				pixels = pRenderContext->OcclusionQuery_GetNumPixelsRendered( m_queryHandle );
			}

			if ( r_pixelvisibility_spew.GetBool() && CurrentViewID() == 0 ) 
			{
				DevMsg( 1, "Pixels visible: %d (qh:%d) (frame:%d)\n", pixels, m_queryHandle, gpGlobals->framecount );
			}

			if ( pixels < 0 )
			{
				m_failed = ( m_frameIssued >= 0 ) ? true : false;
				return m_brightnessTarget * m_clipFraction;
			}
			m_hasValidQueryResults = true;
			if ( m_frameIssued == gpGlobals->framecount-1 )
			{
				float rate = gpGlobals->frametime * fadeTimeInv;
				float target = 0.0f;
				if ( pixels > 0 )
				{
					// fade in slower than you fade out
					rate *= 0.5f;
					target = 1.0f;
				}
				m_brightnessTarget = Approach( target, m_brightnessTarget, rate ); // fade in / out
			}
			else
			{
				m_brightnessTarget = 0.0f;
			}
		}
	}

	return m_brightnessTarget * m_clipFraction;
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:82,代码来源:c_pixel_visibility.cpp

示例9: MakeNPCInRadius

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTemplateNPCMaker::MakeNPC( void )
{
	// If we should be using the radius spawn method instead, do so
	if ( m_flRadius && HasSpawnFlags(SF_NPCMAKER_ALWAYSUSERADIUS) )
	{
		MakeNPCInRadius();
		return;
	}

	if (!CanMakeNPC( ( m_iszDestinationGroup != NULL_STRING ) ))
		return;

	CNPCSpawnDestination *pDestination = NULL;
	if ( m_iszDestinationGroup != NULL_STRING )
	{
		pDestination = FindSpawnDestination();
		if ( !pDestination )
		{
			DevMsg( 2, "%s '%s' failed to find a valid spawnpoint in destination group: '%s'\n", GetClassname(), STRING(GetEntityName()), STRING(m_iszDestinationGroup) );
			return;
		}
	}

	CAI_BaseNPC	*pent = NULL;
	CBaseEntity *pEntity = NULL;
	MapEntity_ParseEntity( pEntity, STRING(m_iszTemplateData), NULL );
	if ( pEntity != NULL )
	{
		pent = (CAI_BaseNPC *)pEntity;
	}

	if ( !pent )
	{
		Warning("NULL Ent in NPCMaker!\n" );
		return;
	}
	
	if ( pDestination )
	{
		pent->SetAbsOrigin( pDestination->GetAbsOrigin() );

		// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
		QAngle angles = pDestination->GetAbsAngles();
		angles.x = 0.0;
		angles.z = 0.0;
		pent->SetAbsAngles( angles );

		pDestination->OnSpawnedNPC( pent );
	}
	else
	{
		pent->SetAbsOrigin( GetAbsOrigin() );

		// Strip pitch and roll from the spawner's angles. Pass only yaw to the spawned NPC.
		QAngle angles = GetAbsAngles();
		angles.x = 0.0;
		angles.z = 0.0;
		pent->SetAbsAngles( angles );
	}

	m_OnSpawnNPC.Set( pEntity, pEntity, this );

	if ( m_spawnflags & SF_NPCMAKER_FADE )
	{
		pent->AddSpawnFlags( SF_NPC_FADE_CORPSE );
	}

	pent->RemoveSpawnFlags( SF_NPC_TEMPLATE );

	if ( ( m_spawnflags & SF_NPCMAKER_NO_DROP ) == false )
	{
		pent->RemoveSpawnFlags( SF_NPC_FALL_TO_GROUND ); // don't fall, slam
	}

	ChildPreSpawn( pent );

	DispatchSpawn( pent );
	pent->SetOwnerEntity( this );
	DispatchActivate( pent );

	ChildPostSpawn( pent );

	m_nLiveChildren++;// count this NPC

	if (!(m_spawnflags & SF_NPCMAKER_INF_CHILD))
	{
		m_nMaxNumNPCs--;

		if ( IsDepleted() )
		{
			m_OnAllSpawned.FireOutput( this, this );

			// Disable this forever.  Don't kill it because it still gets death notices
			SetThink( NULL );
			SetUse( NULL );
		}
	}
//.........这里部分代码省略.........
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:101,代码来源:monstermaker.cpp

示例10: DevMsg

//-----------------------------------------------------------------------------
// Purpose: 
// Output : int
//-----------------------------------------------------------------------------
int CAI_PolicingBehavior::SelectSchedule( void )
{
	CBaseEntity *pTarget = m_hPoliceGoal->GetTarget();

	// Validate our target
	if ( pTarget == NULL )
	{
		DevMsg( "ai_goal_police with NULL target entity!\n" );
		
		// Turn us off
		Disable();
		return SCHED_NONE;
	}

	// Attack if we're supposed to
	if ( ( m_flAggressiveTime >= gpGlobals->curtime ) && HasCondition( COND_CAN_MELEE_ATTACK1 ) )
	{
		return SCHED_MELEE_ATTACK1;
	}

	// See if we should immediately begin to attack our target
	if ( HasCondition( COND_POLICE_TARGET_TOO_CLOSE_SUPPRESS ) )
	{
		return SelectSuppressSchedule();
	}
	
	int newSchedule = SCHED_NONE;

	// See if we're harassing
	if ( HasCondition( COND_POLICE_TARGET_TOO_CLOSE_HARASS ) )
	{
		newSchedule = SelectHarassSchedule();
	}

	// Return that schedule if it was found
	if ( newSchedule != SCHED_NONE )
		return newSchedule;

	// If our enemy is set, fogeda'bout it!
	if ( m_flAggressiveTime < gpGlobals->curtime )
	{
		// Return to your initial spot
		if ( GetEnemy() )
		{
			GetOuter()->SetEnemy( NULL );
			GetOuter()->SetState( NPC_STATE_ALERT );
			GetOuter()->GetEnemies()->RefreshMemories();
		}

		HostSetBatonState( false );
		m_bTargetIsHostile = false;
	}	

	// If we just started to police, make sure we're on our mark
	if ( MaintainGoalPosition() )
		return SCHED_POLICE_RETURN_FROM_HARASS;

	// If I've got my baton on, keep looking at the target
	if ( HostBatonIsOn() )
		return SCHED_POLICE_TRACK_TARGET;

	// Re-align myself to the goal angles if I've strayed
	if ( fabs(UTIL_AngleDiff( GetAbsAngles().y, m_hPoliceGoal->GetAbsAngles().y )) > 15 )
		return SCHED_POLICE_FACE_ALONG_GOAL;

	return SCHED_IDLE_STAND;
}
开发者ID:AluminumKen,项目名称:hl2sb-src,代码行数:71,代码来源:ai_behavior_police.cpp

示例11: stepsize


//.........这里部分代码省略.........

	CSoundEnt::InitSoundEnt();

	// Only allow precaching between LevelInitPreEntity and PostEntity
	CBaseEntity::SetAllowPrecache( true );
	IGameSystem::LevelInitPreEntityAllSystems( STRING( GetModelName() ) );

	// Create the player resource
	g_pGameRules->CreateStandardEntities();

	// UNDONE: Make most of these things server systems or precache_registers
	// =================================================
	//	Activities
	// =================================================
	ActivityList_Free();
	RegisterSharedActivities();

	EventList_Free();
	RegisterSharedEvents();

//	InitBodyQue();
// init sentence group playback stuff from sentences.txt.
// ok to call this multiple times, calls after first are ignored.

	SENTENCEG_Init();

	// Precache standard particle systems
	PrecacheStandardParticleSystems( );

// the area based ambient sounds MUST be the first precache_sounds

// player precaches     
	W_Precache ();									// get weapon precaches
	ClientPrecache();
	g_pGameRules->Precache();
	// precache all temp ent stuff
	CBaseTempEntity::PrecacheTempEnts();

	g_Language.SetValue( LANGUAGE_ENGLISH );	// TODO use VGUI to get current language

	if ( g_Language.GetInt() == LANGUAGE_GERMAN )
	{
		PrecacheModel( "models/germangibs.mdl" );
	}
	else
	{
		PrecacheModel( "models/gibs/hgibs.mdl" );
	}

	PrecacheScriptSound( "BaseEntity.EnterWater" );
	PrecacheScriptSound( "BaseEntity.ExitWater" );

//
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
//
	for ( int i = 0; i < ARRAYSIZE(g_DefaultLightstyles); i++ )
	{
		engine->LightStyle( i, GetDefaultLightstyleString(i) );
	}

	// styles 32-62 are assigned by the light program for switchable lights

	// 63 testing
	engine->LightStyle(63, "a");

	// =================================================
	//	Load and Init AI Networks
	// =================================================
	CAI_NetworkManager::InitializeAINetworks();
	// =================================================
	//	Load and Init AI Schedules
	// =================================================
	g_AI_SchedulesManager.LoadAllSchedules();
	// =================================================
	//	Initialize NPC Relationships
	// =================================================
	g_pGameRules->InitDefaultAIRelationships();
	CBaseCombatCharacter::InitInteractionSystem();

	// Call all registered precachers.
	CPrecacheRegister::Precache();	

	if ( m_iszChapterTitle != NULL_STRING )
	{
		DevMsg( 2, "Chapter title: %s\n", STRING(m_iszChapterTitle) );
		CMessage *pMessage = (CMessage *)CBaseEntity::Create( "env_message", vec3_origin, vec3_angle, NULL );
		if ( pMessage )
		{
			pMessage->SetMessage( m_iszChapterTitle );
			m_iszChapterTitle = NULL_STRING;

			// send the message entity a play message command, delayed by 1 second
			pMessage->AddSpawnFlags( SF_MESSAGE_ONCE );
			pMessage->SetThink( &CMessage::SUB_CallUseToggle );
			pMessage->SetNextThink( gpGlobals->curtime + 1.0f );
		}
	}

	g_iszFuncBrushClassname = AllocPooledString("func_brush");
}
开发者ID:BoXorz,项目名称:MasterSword-Source,代码行数:101,代码来源:world.cpp

示例12: SetActivity

AIMoveResult_t CAI_Motor::MoveClimbExecute( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw, int climbNodesLeft )
{
	if ( fabsf( climbDir.z ) > .1 )
	{
		if ( GetActivity() != ACT_CLIMB_DISMOUNT )
		{
			Activity desiredActivity = (climbDir.z > -0.01 ) ? ACT_CLIMB_UP : ACT_CLIMB_DOWN;
			if ( GetActivity() != desiredActivity )
			{
				SetActivity( desiredActivity );
			}
		}

		if ( GetActivity() != ACT_CLIMB_UP && GetActivity() != ACT_CLIMB_DOWN && GetActivity() != ACT_CLIMB_DISMOUNT )
		{
			DevMsg( "Climber not in a climb activity!\n" );
			return AIMR_ILLEGAL;
		}

		if (m_nDismountSequence != ACT_INVALID)
		{
			if (GetActivity() == ACT_CLIMB_UP )
			{
				if (climbNodesLeft <= 2 && climbDist < fabs( m_vecDismount.z ))
				{
					// fixme: No other way to force m_nIdealSequence?
					GetOuter()->SetActivity( ACT_CLIMB_DISMOUNT );
					GetOuter()->SetCycle( GetOuter()->GetMovementFrame( m_vecDismount.z - climbDist ) );
				}
			}
		}
	}

	float climbSpeed = GetOuter()->GetInstantaneousVelocity();

	if (m_nDismountSequence != ACT_INVALID)
	{
		// catch situations where the climb mount/dismount finished before reaching goal
		climbSpeed = MAX( climbSpeed, 30.0 );
	}
	else
	{
		// FIXME: assume if they don't have a dismount animation then they probably don't really support climbing.
		climbSpeed = 100.0;
	}

	SetSmoothedVelocity( climbDir * climbSpeed );

	if ( climbDist < climbSpeed * GetMoveInterval() )
	{
		if (climbDist <= 1e-2)
			climbDist = 0;

		const float climbTime = climbDist / climbSpeed;
		
		SetMoveInterval( GetMoveInterval() - climbTime );
		SetLocalOrigin( climbDest );

		return AIMR_CHANGE_TYPE;
	}
	else
	{
		SetMoveInterval( 0 );
	}

	// --------------------------------------------
	// Turn to face the climb
	// --------------------------------------------
	SetIdealYawAndUpdate( yaw );

	return AIMR_OK;
}
开发者ID:Au-heppa,项目名称:swarm-sdk,代码行数:72,代码来源:ai_motor.cpp

示例13: ReportDevType

static void ReportDevType( DWORD devType )
{
	byte baseType = GET_DIDEVICE_TYPE( devType );
	byte subType = GET_DIDEVICE_SUBTYPE( devType );

	switch ( baseType )
	{
	default:
		DevMsg( "unknown type\n" );
		break;
	case DI8DEVTYPE_DEVICE:
		DevMsg( "DEVICE\n" );
		break;
	case DI8DEVTYPE_MOUSE:
		DevMsg( "MOUSE\n" );
		switch ( subType )
		{
		default:
			break;
		case DI8DEVTYPEMOUSE_UNKNOWN:
			DevMsg( "DI8DEVTYPEMOUSE_UNKNOWN\n" );
			break;
		case DI8DEVTYPEMOUSE_TRADITIONAL:
			DevMsg( "DI8DEVTYPEMOUSE_TRADITIONAL\n" );
			break;
		case DI8DEVTYPEMOUSE_FINGERSTICK:
			DevMsg( "DI8DEVTYPEMOUSE_FINGERSTICK\n" );
			break;
		case DI8DEVTYPEMOUSE_TOUCHPAD:
			DevMsg( "DI8DEVTYPEMOUSE_TOUCHPAD\n" );
			break;
		case DI8DEVTYPEMOUSE_TRACKBALL:
			DevMsg( "DI8DEVTYPEMOUSE_TRACKBALL\n" );
			break;
		case DI8DEVTYPEMOUSE_ABSOLUTE:
			DevMsg( "DI8DEVTYPEMOUSE_ABSOLUTE\n" );
			break;
		}
		break;
	case DI8DEVTYPE_KEYBOARD:
		DevMsg( "KEYBOARD\n" );
		switch ( subType )
		{
		default:
			break;
		case DI8DEVTYPEKEYBOARD_UNKNOWN:
			DevMsg( "DI8DEVTYPEKEYBOARD_UNKNOWN\n" );
			break;
		case DI8DEVTYPEKEYBOARD_PCXT:
			DevMsg( "DI8DEVTYPEKEYBOARD_PCXT\n" );
			break;
		case DI8DEVTYPEKEYBOARD_OLIVETTI:
			DevMsg( "DI8DEVTYPEKEYBOARD_OLIVETTI\n" );
			break;
		case DI8DEVTYPEKEYBOARD_PCAT:
			DevMsg( "DI8DEVTYPEKEYBOARD_PCAT\n" );
			break;
		case DI8DEVTYPEKEYBOARD_PCENH:
			DevMsg( "DI8DEVTYPEKEYBOARD_PCENH:\n" );
			break;
		case DI8DEVTYPEKEYBOARD_NOKIA1050:
			DevMsg( "DI8DEVTYPEKEYBOARD_NOKIA1050\n" );
			break;
		case DI8DEVTYPEKEYBOARD_NOKIA9140:
			DevMsg( "DI8DEVTYPEKEYBOARD_NOKIA9140\n" );
			break;
		case DI8DEVTYPEKEYBOARD_NEC98:
			DevMsg( "DI8DEVTYPEKEYBOARD_NEC98\n" );
			break;
		case DI8DEVTYPEKEYBOARD_NEC98LAPTOP:
			DevMsg( "DI8DEVTYPEKEYBOARD_NEC98LAPTOP\n" );
			break;
		case DI8DEVTYPEKEYBOARD_NEC98106:
			DevMsg( "DI8DEVTYPEKEYBOARD_NEC98106\n" );
			break;
		case DI8DEVTYPEKEYBOARD_JAPAN106:
			DevMsg( "DI8DEVTYPEKEYBOARD_JAPAN106\n" );
			break;
		case DI8DEVTYPEKEYBOARD_JAPANAX:
			DevMsg( "DI8DEVTYPEKEYBOARD_JAPANAX\n" );
			break;
		case DI8DEVTYPEKEYBOARD_J3100:
			DevMsg( "DI8DEVTYPEKEYBOARD_J3100\n" );
			break;
		}
		break;
	case DI8DEVTYPE_JOYSTICK:
		DevMsg( "JOYSTICK\n" );
		switch ( subType )
		{
		default:
			break;
		case DI8DEVTYPEJOYSTICK_LIMITED :
			DevMsg( "DI8DEVTYPEJOYSTICK_LIMITED\n" );
			break;
		case DI8DEVTYPEJOYSTICK_STANDARD:
			DevMsg( "DI8DEVTYPEJOYSTICK_STANDARD\n" );
			break;
		}
		break;
//.........这里部分代码省略.........
开发者ID:1n73rf4c3,项目名称:source-sdk-2013,代码行数:101,代码来源:in_forcefeedback.cpp

示例14: FindTransitionSequence

int FindTransitionSequence( CStudioHdr *pstudiohdr, int iCurrentSequence, int iGoalSequence, int *piDir )
{
	if ( !pstudiohdr )
		return iGoalSequence;

	if ( !pstudiohdr->SequencesAvailable() )
		return iGoalSequence;

	if ( ( iCurrentSequence < 0 ) || ( iCurrentSequence >= pstudiohdr->GetNumSeq() ) )
		return iGoalSequence;

	if ( ( iGoalSequence < 0 ) || ( iGoalSequence >= pstudiohdr->GetNumSeq() ) )
	{
		// asking for a bogus sequence.  Punt.
		Assert( 0 );
		return iGoalSequence;
	}


	// bail if we're going to or from a node 0
	if (pstudiohdr->EntryNode( iCurrentSequence ) == 0 || pstudiohdr->EntryNode( iGoalSequence ) == 0)
	{
		*piDir = 1;
		return iGoalSequence;
	}

	int	iEndNode;

	// Msg( "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );

	// check to see if we should be going forward or backward through the graph
	if (*piDir > 0)
	{
		iEndNode = pstudiohdr->ExitNode( iCurrentSequence );
	}
	else
	{
		iEndNode = pstudiohdr->EntryNode( iCurrentSequence );
	}

	// if both sequences are on the same node, just go there
	if (iEndNode == pstudiohdr->EntryNode( iGoalSequence ))
	{
		*piDir = 1;
		return iGoalSequence;
	}

	int iInternNode = pstudiohdr->GetTransition( iEndNode, pstudiohdr->EntryNode( iGoalSequence ) );

	// if there is no transitionial node, just go to the goal sequence
	if (iInternNode == 0)
		return iGoalSequence;

	int i;

	// look for someone going from the entry node to next node it should hit
	// this may be the goal sequences node or an intermediate node
	for (i = 0; i < pstudiohdr->GetNumSeq(); i++)
	{
		mstudioseqdesc_t &seqdesc = pstudiohdr->pSeqdesc(i );
		if (pstudiohdr->EntryNode( i ) == iEndNode && pstudiohdr->ExitNode( i ) == iInternNode)
		{
			*piDir = 1;
			return i;
		}
		if (seqdesc.nodeflags)
		{
			if (pstudiohdr->ExitNode( i ) == iEndNode && pstudiohdr->EntryNode( i ) == iInternNode)
			{
				*piDir = -1;
				return i;
			}
		}
	}

	// this means that two parts of the node graph are not connected.
	DevMsg( 2, "error in transition graph: %s to %s\n",  pstudiohdr->pszNodeName( iEndNode ), pstudiohdr->pszNodeName( pstudiohdr->EntryNode( iGoalSequence ) ));
	// Go ahead and jump to the goal sequence
	return iGoalSequence;
}
开发者ID:0xFEEDC0DE64,项目名称:UltraGame,代码行数:80,代码来源:animation.cpp

示例15: GetAbsOrigin

//-----------------------------------------------------------------------------
// Purpose: Returns whether or not it is OK to make an NPC at this instant.
//-----------------------------------------------------------------------------
bool CBaseNPCMaker::CanMakeNPC( bool bIgnoreSolidEntities )
{
	if( ai_inhibit_spawners.GetBool() )
		return false;

	if ( m_nMaxLiveChildren > 0 && m_nLiveChildren >= m_nMaxLiveChildren )
	{// not allowed to make a new one yet. Too many live ones out right now.
		return false;
	}

	if ( m_iszIngoreEnt != NULL_STRING )
	{
		m_hIgnoreEntity = gEntList.FindEntityByName( NULL, m_iszIngoreEnt );
	}

	Vector mins = GetAbsOrigin() - Vector( 34, 34, 0 );
	Vector maxs = GetAbsOrigin() + Vector( 34, 34, 0 );
	maxs.z = GetAbsOrigin().z;
	
	// If we care about not hitting solid entities, look for 'em
	if ( !bIgnoreSolidEntities )
	{
		CBaseEntity *pList[128];

		int count = UTIL_EntitiesInBox( pList, 128, mins, maxs, FL_CLIENT|FL_NPC );
		if ( count )
		{
			//Iterate through the list and check the results
			for ( int i = 0; i < count; i++ )
			{
				//Don't build on top of another entity
				if ( pList[i] == NULL )
					continue;

				//If one of the entities is solid, then we may not be able to spawn now
				if ( ( pList[i]->GetSolidFlags() & FSOLID_NOT_SOLID ) == false )
				{
					// Since the outer method doesn't work well around striders on account of their huge bounding box.
					// Find the ground under me and see if a human hull would fit there.
					trace_t tr;
					UTIL_TraceHull( GetAbsOrigin() + Vector( 0, 0, 2 ),
									GetAbsOrigin() - Vector( 0, 0, 8192 ),
									NAI_Hull::Mins(HULL_HUMAN),
									NAI_Hull::Maxs(HULL_HUMAN),
									MASK_NPCSOLID,
									m_hIgnoreEntity,
									COLLISION_GROUP_NONE,
									&tr );

					if( !HumanHullFits( tr.endpos + Vector( 0, 0, 1 ) ) )
					{
						return false;
					}
				}
			}
		}
	}

	// Do we need to check to see if the player's looking?
	if ( HasSpawnFlags( SF_NPCMAKER_HIDEFROMPLAYER ) )
	{
		for ( int i = 1; i <= gpGlobals->maxClients; i++ )
		{
			CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
			if ( pPlayer )
			{
				// Only spawn if the player's looking away from me
				if( pPlayer->FInViewCone( GetAbsOrigin() ) && pPlayer->FVisible( GetAbsOrigin() ) )
				{
					if ( !(pPlayer->GetFlags() & FL_NOTARGET) )
						return false;
					DevMsg( 2, "Spawner %s spawning even though seen due to notarget\n", STRING( GetEntityName() ) );
				}
			}
		}
	}

	return true;
}
开发者ID:Au-heppa,项目名称:source-sdk-2013,代码行数:82,代码来源:monstermaker.cpp


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